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Difference between revisions of "v0.31:Butcher's shop"
Old Ancient (talk | contribs) (if at all, not all birds produce feathers) |
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*A Scale in place of (raw) Skin (if reptile) | *A Scale in place of (raw) Skin (if reptile) | ||
− | Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be only bone, skull, hoof, horn and the like. | + | Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be only bone, skull, hoof, horn and the like (no meat, no fat, no skin). |
The {{L|skull}}, {{L|bone|bones}}, {{L|horn|horns}} and {{L|Hoof|hooves}} can be used for {{L|crafts}}. | The {{L|skull}}, {{L|bone|bones}}, {{L|horn|horns}} and {{L|Hoof|hooves}} can be used for {{L|crafts}}. |
Revision as of 16:24, 16 April 2010
This article is about an older version of DF. |
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The butcher's shop is used to butcher Template:L and corpses of some slain animals as well as to process skeletons (of wild animals only). Tame animals can be designated for butchering either by pressing v, moving the curser over the animal and pressing s, or by going into the animal list by pressing z, Enter and then by choosing the animal(s) for butchering by pressing b while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile nearby (something like 10 tiles?) beforehand.
A butcher's shop is operated by any dwarf with the 'butchery' Template:L enabled.
An butchered animal results into various items as are:
- A Template:L (may vary for critters with more than one head)
- An associated number of Template:L
- Various Template:L
- An associated number of prepared eyes
- Prepared lungs
- A prepared heart
- Prepared intestines
- Chopped liver
- Tripe
- Sweetbread
- A prepared spleen
- A pair of prepared kidneys
- Prepared brain
- An associated number of fat
- Template:L
- A skin (to be tanned into Template:L)
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Feather in place of hair (if bird) [Verify]
- An associated number of Template:L
- A Scale in place of (raw) Skin (if reptile)
Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be only bone, skull, hoof, horn and the like (no meat, no fat, no skin).
The Template:L, Template:L, Template:L and Template:L can be used for Template:L. The fat can be rendered into Template:L at a Template:L and then serve various purposes. The purpose of Template:L, Template:L, tusks, and other creature specific body parts and Template:L is not yet known. The skin can be made into Template:L at a Template:L
All other remains can be eaten and/or cooked.
Note that results may vary from creature to creature as, for example, a creature without Template:L will not produce any.
Partial corpses as well as mutilated corpses seem to provide not the expected "full set"; the number of bones may be lower, organs may be missing.
Hauling and stockpile considerations
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile. A butchered Elephant yields as much as 157 units of meat, not counting the prepared brains, sweetbread and nervous tissue, among other things. It seems the amount of meat created is proportional to the size of the creature in question.
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Furnaces | |
Related articles |